Showing Posts For klemen.8439:

Players Against Stacking/Skipping/Stuff

in Fractals, Dungeons & Raids

Posted by: klemen.8439

klemen.8439

Hey. When I saw this thread I knew I gotta make an input to it.

Yes, you are right to some extent. It is a stupid and non-skilled way to aproach dungeons with skip-stack technique but at the same time, they are the ones who do insane speed records on the bosses and dungeon runs and I guess that compensates to the “no-skill stack/skip”.

Anyways, after playing XxX and mostly XXXX Online (names hidden to avoid advertising), the biggest thing I miss in Guild Wars 2 are BAM (Big kitten monsters) fights. 99% of all the bosses (be it end bosses or mid stage bosses) are at the size of an average human. I wouldn’t be bothered by that but at the same time it makes no sence that 5 players who are the same (or even bigger size) than the boss itself, would actually be struggling to kill it. Therefore you have BAMs in most of very good MMORPGs. BAM fights are EPIC, require a very high skill of attention and timing your dodges and attacks. Every BAM has stages and in each stage he surprises players with new and different attacks they have to adapt to and that said, it’s the thing that makes playing MMOs fun and epic.

99% of bosses (within dungeons) in Guild Wars 2 maintain same skills through out all the fight and the easiest way to defeat them is to actually stack on the wall and hit them with everything you’ve got – because walls will never make you loose mob’s/bosses’ hit-box. The only boss that I would call something like a BAM is Lupicus in all Arah paths but even he has some things that will never make him a true BAM.

Most boss fights in Guild Wars 2 last for barely 1 minute (in some cases more, in some less) where as the epic BAM fights are intended to last well over 10 minutes. Well, it may seem like a lot of time but unlike in Guild Wars 2, BAMs WILL ALWAYS DROP VALUABLE THINGS. They aren’t limited by RNG and “Account ’un’lucky-curse” like in Guild Wars 2 and will actually reward you properly for being up to the challenge (The only thing you have to worry about is whether you get those valuables for your class or not – but hey, on the other hand that only pushes towards players making more classes) – Not to mention, the bigger the challange, the bigger and better the rewards you get (Unlike in Guild Wars 2 where rewards are the same in Arah and in Ascalonian Catacombs – champ boxes and globs of globy goop).

To proceed to somewhat next stage of my reply, BAMs are so hard until you learn, that you have to take “Holy Trinity” to your adventure. What is the Holy Trinity? It’s a concept of party construction where every party must consist of a Healer, Tank and Damage dealers in order to be successful on their adventure. Yes, in my honest opinion, that’s as high as you can get with skill as it’s possible – to be able to harmonize.

That being said, Guild Wars 2 at this very moment has most of dungeon parties consisting of 5 full berserker, maximum DPS classes (Usually a guardian, elementalist, a warrior or two and usually a ranger or a thief for stealth + 10% damage boosts). Many of you call this elitism but I don’t and I do belong to these speed runners. It is currently the most efficient way to make profit. My account in Guild Wars 2 is cursed with “unlucky curse” as I like to call it. In a year and a half of playing, doing dungeons, participating in all aspects of the game, spending 500 gold+ in Mystic Forge, my account has NEVER EVER seen a thing that would go for over 50 gold on trading post. The most valuable (and the only) thing I’ve gotten so far was Molten pet from last winter/spring living story. On the other hand, I have friends that have gotten 10+ precursers putting less or the same amount of effort in the game. So the only way for me to make profit and to compensate to those “luckers” is to do speedfarms – with them I consume around 50 gold per day – without them, I’d consume 50 gold per week or two.

Reward system in Guild Wars 2 seems very unfair to me – I want to be rewarded for the time I spend doing different kinds of things. I want to enjoy BAM fights, I want to finally experience diversity in classes and builds, I want to play Guild Wars 2 as a proper MMO, not 10 minute dungeon run stack/skip game. I don’t give a flying kitten if I have to spend 2 hours in a dungeon because I know that I will get rewarded for my efforts.

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[Guide] DPS Guardian for PVE

in Guardian

Posted by: klemen.8439

klemen.8439

Hey, I’m wondering why you go 25 in virtues…

I altered ur 20 25 0 0 25 build a bit and I find it dealing much more damage.

I currently run on 20 25 15 0 10.

15 in Valor for extra precision and +15% crit damage (which I find more useful than the +8% damage from 25 in Virtues -> you only get +8 dmg if u actually have all boons on you which usually isn’t the case).

I kept 10 in Virtues though for reduced concentration recharge (which i sometimes swap for +20% dmg while under aegis).

This are the stats I get using 20 25 15 0 10 (Stats in bold are new, stats in () are old):
Power: 2290 (2290)
Precision: 2110 (2050)
Toughness: 1175 (1025)
Vitality: 1025 (1025)
Crit Dmg: 86% (71%)

(Stats are affected by Master Maintenance Oil and Omnomberry Pie, they are also slighlty affected by WvW world buffs, thus why I rounded them from xxx4> -> 5 and from xxx6< -> 5 … Also, the stats are purely from exotic weapons and armor, only trinkets are ascended)

Although, by putting 15 to Valor I do realize I loose condi removal on Virtue but with an extra block and more toughness I suppose it compensates that extra condi removal every ~50 seconds from virtue.

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(edited by klemen.8439)

HUD problems with the new update

in The Origins of Madness

Posted by: klemen.8439

klemen.8439

I suppose many of you have noticed how they changed the HUD on the right side of the screen. One thing that bothers me a lot is the fact that I can’t hide my personal story from that tracker. It’s really anoying while having map in top right corner and then extended list of my “to do list” aka. achievement drop-downs on which appears my uncompleted personal story. I want to hide that because I got no intentions to ever completing it on any character and I’m really really annoyed by that green window, taking up my screen space (and beside that space, i’m annoyed by the green icon that appears on my mini map as well as on my main map).

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

This is why the #1 piece of advice in these types of threads is to play the class. If HS worked the way alot of people who don’t play thieves thinks it does, then we’d see alot more thieves destroying people rather than having to run off in order to survive.

I know I said I wouldn’t reply anymore but I’ll make an exception because you’re judging something you haven’t read. I play all classes (except engi) on level 80, be it PvE, PvP or WvW – Some people may say you’re better if you focus to 1 class rather than to them all but I say you’re better if you know them all.

So please, stop with the crap like what you said.

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

Complaining about thiefs in wvw after all the nerfs is a joke. You are just bad.

Noone is complaining about them being OP in WvW, I just brought up WvW due to perma stealth problem. Afterall, Guild Wars was supposed to be all about class balance (thus why they don’t include class roles like healer, tank and dpser to a specific class but to everyone instead), but that “balance” is turning into something that is not understandable to me.
Look at WoW, 10 year old MMO that’s still bigger than Guild Wars and is considered one of best MMOs and is also a template to 90% of MMOs that come out every year. I don’t remember them ever putting in a class with highest DPS with permanent invisibility to everyone else (Some MMOs solved this issue for high DPS/low armor classes by implementing “evasiveness” stats to armor), nor do you see a class with HIGHEST base stats (vitality, toughness, power, precision) along with HIGHEST amount of CC skills combined with HIGHEST amount of survivability skills (invulnerability to damage, conditions, cc) aka. Warrior – if played with meta build, warrior is atm. OP buttonmasher.

So as my last reply to them all, I don’t see why you all don’t see this … I know everyone has his own opinions but a skill that deals 6-8k damage with each hit and requires next to nothing to spam it constantly and during the spam it also acts as an aimbot is still pretty much OP to me. And I always see you crying about how thief is getting nerfed but wait a second, Ranger hasn’t got a single good thing since the beta imho, yes, it’s the class called ranger and is better to be played with melee weapons – Logic ftw!

And saying “nerf it all then” or things like that is stupid, it’s not my intention at least. My intention is to point out a problem that I find “problematic” and call it out, wait to see if Anet takes it into consideration or not. It’s like in GW1, it had 10 times bigger build community which was always working towards the meta and the OPs always got nerfed the next week so what now? You moved on and searched for new meta. In GW2? Meh, Warrior with highest stats and CC was able to play with OP build for few months straight because you know … major trait changes come every 3 months or so.

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

just to make it clear… you complain about 5 -> 2222? if you really do i highly doubt you actually do any tpvp as any half decent thief wouldn’t run “perma stealth” in pvp…. it is pointless

and trying to mask it under “oh hey i get such noobs on my team”, well guess what… i get bunch of “noobs” warriors, necros and what not fighting mid road, mindlessly mashing hammer etc. should we ask to nerf all of other classes because ppl playing it are “noobs”?

I pointed perma stealth as a known WvW issue and not a tPvP issue so I doubt you actually read any of the replies. I do however get bothered when a class can spam a skill 3+ times a skill that acts as an aimbot and hits you 6-8k each time and I also am bothered about how 99% of thieves I come across daily in tPvP are running d/p and I always see them spamming heartseeker, whether be it versus me in an open field or in my team in the middle of the aoe.

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

It isn’t a question of whether the person spamming the heartseeker is bad. If you get heartseeker spammed and you’re the one that goes down, not only did you not win, but you, technically are the one who is “not good”.

See, this is where we disagree.

You’re saying that if you can’t counter HS, it’s you who’s not good. Well, not every class can do that as I said before. For example, when I roll my fresh air burst ele with a tank team to support with aoe bursts, yes, it’s a risky build to play but even if I used mist form on it, it has 75 seconds cooldown where as most other classes with a skill that makes them invulnerable have 60 second cooldown with traitable reduced cooldowns (eg. Warrior, Guardian, Engineer, Mesmer, Ranger). Now, I don’t understand how you can call someone a “baddie” if the dodge recharge and invul cooldown along with the skillrotation (Ele’s attunment recharge rate) simply don’t give you an oportunity to counter HS spammer effectively. The initiative required for HS spam would fully recharge for about 4 times in the time of Ele’s cooldowns during the encounter… And on top of that, the HS acts like an aimbot. Wherever you move/dodge/blink/etc., HS will follow you as long as they got you targeted and towards Ele and Necro, the 6-8k hits are simply OP if you ask me. Light class, low base toughness, ineffective class if played with wrong build, too few counter skills, so what now? Should all Eles and Necros roll to a tanky role and play for themselves rather than for the team, just because another class has an “aimbotlike” skill that requires no effort to aim/use and deals INSANE damage? I suppose that would only reduce build diversity amongst other classes, just because HS is so spammable.

I really like the idea of someone who said that initiative cost would increase with each HS you land – letting you close the gap with same initiative cost but if you do hit the target, the initiative cost would increase by one or two.

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

Well, countering hs spammer is one thing but not all classes are capable of doing that to the extent where their counter attacks would actually make a life-saving difference like the combination of guardian’s blocks and cc would make.

It’s not really about so called “nerfing” the thief but making it more enjoyable to those who can’t see it.

The sword/dagger combination is epic imho. It’s a weapon combination I’ve and I still play the most on my thief, especially in tPvP since you can smoothly shadowstep in a battle, burst someone down with use of evasive attacks and then port away and you’re already doing your next task. It allows me to hold a point, capture buffs and nuke players with 0 time wasted for moving around the map and on top of that, it allows me to get out of AOE and to heal/buff up whenever I want during any battle, unlike the typical d/p build which requires you to either spam 2, gain stealth or switch to sb to port away but all of that usually ends in getting CCed and being bursted before being able to port away¸.

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

There is no Perma-stealth anymore via BP and HS. I am unsure how you could be unaware of that while feeling you’re qualified to suggest changes to D/P, especially as a thief player.

Let bad thieves spam 2 – there are bad players of every class – the solution isn’t to fix what isn’t broke.

You can still perma-stealth but with combination of utilities and traits that you have to risk. Only thing you can’t do now is spam HS 4 times in an open field through one smoke field but you can still do it many times while facing a wall. The perma-stealth still remains WvW issue if used by a good thief.

And my point is not just saying that HS is somewhat OP. My main point I’m trying to get through is that Guild Wars should be about skill chains and diversity among weapons and utilities, not this monotone 99% bullkitten.

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(edited by klemen.8439)

Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

That’s true but I look at GW2 as a dynamic game which doesn’t have 100 skill lines as typical MMOs but has 10 skills and those 10 skills need to be used correctly to make the game exciting. In this case, it’s 2 skills that make the game look stupid and on top of that, when I play, say, my nuke necro, a thief just spams skill 2 for 5 times and kills me, doing 6-8k hits every time, how’s that “balanced” or exciting?

My point is, make thief builds more variable and open to other skills and weapons rather than this small op set that has been going on since the release.

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Too many bad thieves

in Thief

Posted by: klemen.8439

klemen.8439

Alright, I’ve been playing a lot of tPvP lately and noticed that 99% of thieves I’ve came across are complete noobs to be honest.

They’re all playing dagger/pistol and all they do through out all fights is push 5 and then spam 2 (smokefield -> heartseak spam). The combo is really a no skill, annoyance to other players and kinda OP towards most light classes (necro DS insta kill, ele insta kill).

I’m not saying this as a non-thief player. I’m saying this because I, as a thief player, am sick and tired of seeing the HS-spammers and not just because they “burst people down” but because they die like flies. I hate getting them on my team because it’s a lost match in most cases.

It’s really disappointing to see the whole class be so “monotone” single-button masher where there are SO MANY good builds with which you can easily do 1vsX (For example, sword/dagger shadowstep master).

Therefore, I would suggest few solutions to this issue:
Make a change with the heartseeker skill instead of the trait-chain for once

- Making heartseeker require like 2 more initiative so that a thief would be unable to spam it like 4 times in a row

- Switching dancing dagger (Skill n°4 on dagger) with heartseeker would not only make dancing dagger being used more (due to it being the second skill) but would also fix the perma-stealth issue that’s been bothering a lot of WvW players.

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[Merged] Fractal level reset is equity wiped. Discuss.

in Fractured

Posted by: klemen.8439

klemen.8439

Oh well, I just checked in to see the WvW “7week huge award” and I’m REALLY disappointed on how ANet doesn’t know how to properly award players.

I got 10 greenies for 50+ hours work, I got my stats erased at Fractals and I just feel like I’m wasting my hours on playing something that doesn’t give me the joy to stay playing.

Good bye until further Guild Wars 2, I hope you improve in near future.

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[Merged] Fractal level reset is equity wiped. Discuss.

in Fractured

Posted by: klemen.8439

klemen.8439

Alright, I’ve waited calmly ever since release of this update but now it’s getting quite annoying. I’ve quit the game and said to myself I won’t come back until I get a compensation for all those hours lost (Hours which Anet got paid for and I apparently waisted for nothing).

I still can’t get to understand this one thing though….
They said that they’re aware of the abnormally high WvW life-time achievements and that they won’t be lowering them because that would erase dedicated WvW players’ progress, instead of that they’ll keep searching for a proper solution to the issue so all players would be satisfied. Now how does this work for Fractals? It’s equal content to WvW or PvP, why give them both compensation/more time to work on solution and simply erase our progress?

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[Merged] Fractal level reset is equity wiped. Discuss.

in Fractured

Posted by: klemen.8439

klemen.8439

These threads have been in the fractured subforum for weeks. You keep all the loot you collected in those fractals so you don’t lose any tangible items therefore I think you don’t deserve any compensation

I don’t loose loot but I loose time.

See, before update I and those who were 30+, we were better and had advantage for better loot than those who weren’t 30+. Now, I’m on the same as someone who spent half the time playing fractals because they deleted my levels.

(Not to mention that this is contradictory to what they said for WvW: The lifetime achievements for WvW are insanely high and would take too many years to complete, yet they don’t want to decrease the numbers because by doing that, they would delete progress of some other players who already achieved a great % in those achievements – so they keep it sleeping until they find a good solution)

With that said, I’ll have to spend another like 30 hours to get back to the reasonable personal reward level to get the same loot I could get previously.

So this is more like a question if Anet gives a kitten about us who were dedicated fractal players before the update or doesn’t want to hear about us again and wants to focus on gaining new players to this content (doing the opposite to the players who were already dedicated).

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(edited by klemen.8439)

[Merged] Fractal level reset is equity wiped. Discuss.

in Fractured

Posted by: klemen.8439

klemen.8439

Alright so, I’ve been trying to find a topic similar to the one I’m posting and I couldn’t find one – which kinda surprises me but anyways.

With update Fractured, anyone who had personal reward level for fractals above level 30 was reset to level 30 and has to start over again. It’s understandable they reset the level down to 30 due to new content and reward level limit at 50 but here lies the problem.

People who had their personal reward level above 30 have spent a lot of time in fractals. Fractals above level 20 usually take 1-2 hours to complete with random group.

Let’s make an example:
Someone who had their personal reward level 50 had to spend 50 days if he went fractals once per day. 50 days multiplied by average of 1h 30min is 75 hours in total or a bit more than 3 full days of playing.

The time spent for each fractals to complete grows much higher with fractals above level 50. Just the part after killing Rabsovich in dredge fractal, takes few hours in fractals level 60+. With that in our calculation, someone who had their personal reward level 70 had to spend 70 days of constant playing, with average of 2h 30min spent for completion of fractals which makes it 175 hours in total or 7 full days of playing fractals.

Now that you’ve seen my examples (the times may differ from players due to many factors), ask yourself – Is it fair for someone to just delete that time you’ve invested in something?

My answer is no! I don’t mind having my personal reward level reset but I do mind not getting any refunds for it. It’s like … someone who has spent half the time playing fractals than me for instance, gets to keep his personal reward level at, say, level 30, where I loose my 20 personal reward levels for which i spent about 30 hours or even more.

I suppose that with this Fractured update, Anet intended to attract more people to fractal content in the game, so why let down people who were dedicated to the content even before the update?

I’m not talking huge refunds or anything. I’m simply suggesting that those who had their personal reward levels above 30 (not those who had it 30 and stayed at 30 after the update), get refunds like maybe 2 fractal weapon tickets or something better you may think of. Oh, and by something better I don’t mean the materials used for infusions and such because obviously people who were personal reward level above 30 already have almost, if not fully ascended and infused gear and would find the materials useless.

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